Fire & Maneuver Realism Mod

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gentrinity

FNG / Fresh Meat
Oct 26, 2009
229
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@Proud_God

I'll look into it.

@Nagels

Yeah, I definitely don't want to have slow moving soldiers that look like turtles, but in some cases they should not be running as fast as they are. The main issue is not necessarily the speed, it's the turn on a dime stuff. I feel like I can run around a house at top speed from room to room, that shouldn't happen. I'll definitely look into this.
 

LugNut

FNG / Fresh Meat
Feb 12, 2011
2,288
117
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The players need inertia so it takes a some time to get up to and down from sprint speed. This would also make you slow down for direction changes. I feel the sprint speed is also just a tad too high.

While I agree that any magic medic/bandaging/heal system is completely unrealistic, I still like a bandaging mechanic in games. I think it adds a little complexity to your experience and consequences to risk taking behavior. If bandaging takes a significant amount of time, it changes your gameplay and if your teammates can help you heal, it helps with team play. I like the way it works in ARMA, if you're hurt, you had better find cover to bandage as it take @ 30 seconds and you had better have teammates nearby to cover you in the meantime.

The 1 second bandaging in HOS now is just laughable.
 

gentrinity

FNG / Fresh Meat
Oct 26, 2009
229
109
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The players need inertia so it takes a some time to get up to and down from sprint speed. This would also make you slow down for direction changes. I feel the sprint speed is also just a tad too high.

While I agree that any magic medic/bandaging/heal system is completely unrealistic, I still like a bandaging mechanic in games. I think it adds a little complexity to your experience and consequences to risk taking behavior. If bandaging takes a significant amount of time, it changes your gameplay and if your teammates can help you heal, it helps with team play. I like the way it works in ARMA, if you're hurt, you had better find cover to bandage as it take @ 30 seconds and you had better have teammates nearby to cover you in the meantime.

The 1 second bandaging in HOS now is just laughable.

Agreed.
 

Frostedfire

FNG / Fresh Meat
Nov 21, 2010
1,055
153
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oz
question - how big is the shot-out-of-hand hitbox going to be? I found after a while I tolerated it in the end because the hitbox was mostly the hands, which were a very small target (like the balls, heart etc in ro2). If it becomes the whole arm, I'd like to make the point that you have just added a hitbox that is almost twice the size of the head, and while it doesn't instakill like a headshot, it has the same effect of stopping the person firing back. Roughly a quarter of my deaths in darkest hour 5 came from this, and it becomes far too easy to troll people by making them drop their guns in an open area, or worse, making them drop their guns indoors and then snatching them away ;)
 

Father Ted

FNG / Fresh Meat
Oct 1, 2011
50
25
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Gentrinity, I think this is a superb idea - your mod should save this game for me!

Two ideas/suggestions:

I take it you've played Darkest Hour? I really like their suppression effect. I think we need something similar here. Rather than simulate fear, could not the impact of nearby rounds physically hinder the player from moving out of cover and blur his vision such that there is no point in trying to return fire. What I'm getting at is a system which forces the player to act as though he is scared (as he would), but without saying "you're now frightened", when, as a player he isn't. If the game physically affects you automatically when you come under fire, then suppression becomes a fact of gameplay.

Sorry if that's not coherent and/or practicable: I understand that you're trying to put together a working mod rather than some "ideal", but it's my feelings on this.

Secondly, I would also ditch the medic. This is on the basis that IRL I don't think many soldiers were patched up in the field to carry on fighting - certainly not in the 20min or so of an RO2 scrap. Medics generally stabilized casualties for evacuation. So in the interests of promoting reality in the game, medics and bandaging should not appear
 

gentrinity

FNG / Fresh Meat
Oct 26, 2009
229
109
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@LugNut

I played yesterday and saw for the first time what is really going to go wrong with this CoD5 lack of inertia; CoD5 bayonating. Here's the thing, if I can pull it off, I'm going to do it. I'm all for giving players freedom, but a game shouldn't be that free. I shouldn't be able to run down a hallway and then turn on a dime into a room and stab someone, at least not in a "realistic" shooter.

@FrostedFire

The more I play RO2, the more I realize just how frustrating the current hit model is. The first thing I want to implement is some kind of violent jerk where you all of a sudden drop your sights and maybe look at the floor for a second. Dropping your weapon is obviously something that shouldn't happen all the time, but something does need to happen that would severely hamper the enemy's ability to return accurate fire. I don't know to what extent, it probably won't be anything strong, but at present, NOTHING happens to the player when he gets shot, his screen barely even wiggles, how much more unrealistic can you get?

And I get the part about this being a game, but certain realism aspects are needed to improve gameplay. It is so frustrating when you run into someone and you manage to him them first, but since you had a low caliber weapon and they had a rifle, they are still able to kill you because you didn't get a killing shot. Worse is if they eventually bleed out of slow death.

My next post is going to show something about accuracy in this game.
 

gentrinity

FNG / Fresh Meat
Oct 26, 2009
229
109
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I ran some tests yesterday to see just how good aiming in RO2 was. The purpose was to compare how fast I could get accurate shots on targets at different distances while standing. I watched a few youtube videos and noticed that people in those videos were taking 5 seconds and more to align their sights.

Mauser K98k ( SS marked) - YouTube

I currently can't find anymore videos, but if you guys can post some more, I would appreciate it.

For the man in the previous video, it takes him a good 7-9 seconds to get the shots off and he still misses.

I jotted down some findings and I will address them each. All of these tests used breathing zoom.

Average 2 seconds for shots at 230 meters while standing and full stamina.

I wanted to test out the range the gentleman in the video was shooting at. What I found is that even if the enemy was crouched, I was having no trouble at all getting hits in 2 seconds. Accuracy rate was amazing, we didn't get all killing shots but they came often. I would say we had about a 90% accuracy rate. The gentleman in the video has a rate of about 20%.

Average 3-5 seconds for shots at 300 meters while standing, full stamina.

The funny thing about RO2 is that holding your breathe steadies your aim where it's laser like for those first 1-2 seconds. That is why 230 meters was easy, because you could usually hold your rifle steady long enough to hit that big of a target. At 300 meters, bullet drop came into play so we adjusted accordingly, with no range adjustments on the rifle, just aimed higher. We got just as high an accuracy rate as 230 meters, albeit, taking a bit longer to load while the first breath sway calmed down.

The important thing to note about the sway when not fatigued is that you can very easily control your weapon to readjust the sights. This is important because it shows that increasing sway will of course adversely effect a player's accuracy, but if he learns how to control it, he can become accurate with training.

One hit at 300 meters while bleeding out, standing.

Same thing as above, except this time, I was bleeding out, I wish I would've screen capped this one, but I forgot to. As it is right now, the damage model in RO2 is not realistic at all. I don't mind a last stand, but being perfectly accurate while standing at 300 meters?

Hit while fully fatigued, and standing, at 116 meters, enemy was doing a full sprint perpendicular to my position.

I am trained in shot leading in the Darkest Hour unit that I ran. We practiced it once every 2 weeks or so. So that I pulled this shot off is more about my previous training, but still, I don't think this should of been an easy shot. Now of course, if I tried this shot several times, I would probably miss a bit more. I didn't test the accuracy rate as this is just a fun little shot I tried taking in the middle of the testing, however, I pulled it off on the first try and I'm sure I can get at least a 40% accuracy rate.

Bleeding out at 130 meters while standing, fully fatigued.

Same as the one previously mentioned, except this time with a bit less range and bleeding out. Easily got the hit.

And finally, for the whopper;

2011-09-30_00005.jpg


Notice 3 things in this screenshot. The range, the stance, and the stamina bar. I was able to shoot Revelat0r at that range, while standing, and my stamina bar depleted, all in around 4-5 seconds of aiming. You can tell it's 4-5 seconds because if you go in game right now, and run your fatigue meter down, then aim, the HUD display will disappear around that time, so you have evidence there that the shot is indeed taking around that time.

My buddy and I were getting around a 25% accuracy rate, fully fatigued, at 300 meters, while standing. And this was our first attempt, I'm sure that if we trained in this type of shooting for 2 weeks, we would get better at it. If someone can find documentation showing people getting these shots off, by all means, please post your evidence.


Conclusion:

If someone can provide evidence that these shots are indeed possible by trained marksmen, while standing, and within the same time frame that we were able to pull the shots off, then I will reconsider sway in my mod. So far, from the few youtube videos that I have seen, most of these people take 2-3 times as long to get their sights adjusted.

Important to note is the difference in the sway mechanics between fatigued and not fatigued. When not fatigued, you can control your sway, however, when fatigued, you have to kind of let the weapon sway into the person, because if you try to control it yourself, it becomes unwieldy. I spoke to someone who served and they said this is actually a realistic representation of how aiming behaves when fatigued/out of breath.

Based on my findings, I will increase sway in such a way that aiming your weapon at these ranges will take skill by the player to maneuver and control into the target. I will also try and make bleeding out have more adverse effects on your aiming capabilities. Weapon sway will be more pronounced at the standing position, and gradually lower depending on posture and whether your weapon is rested. My goal is to make shots at 300 meters possible when you have your weapon fully rested, albeit at a slower rate than what it currently is. This is going to make shooting at 100 meters and less more realistic. Finally, fatigue will naturally takes its course; if I increase regular sway, fatigued sway will automatically scale accordingly and will make controlling the sway harder, which will make fatigue an important factor when aiming.

On Zooming:

While conducting these tests, I noticed just how hard it was to spot an enemy at 200 meters, this is completely unrealistic. Once should be able to spot a standing enemy at even 400-500 meters. Even with the breathing zoom, it was difficult to find Revelat0r at 300 meters, he was literaly just a few pixels high. Zooming in this game allows you to see at realistic ranges, and could actually stand to get a bit more zooming. I will not do that but I do plan on keeping the zoom as is right now.
 
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Nezzer

FNG / Fresh Meat
Feb 3, 2010
2,334
1,021
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Porto Alegre, RS
You make a good point. What about collision between teammates? I understand the intention of the lack of collision as i is in RO2 right now, but it's an immersion breaker for me.

And about medics, I think RO2 is too fast paced with maps too small for having medics. Being bandaged by a medic should take no less than 30s to have the minimum of realism, and that's too much time for the pace of RO2. Moreover, I don't think the Germans and the Russians had medics in the middle of a fight like the Americans did.
 

Divinity

FNG / Fresh Meat
Jun 25, 2011
80
136
0
I like everything on the list except the bandaging/medic stuff. Bandaging or any kind of medical treatment in fps is just an unrealistic concept. Medical treatment of a wound may take minutes and even then the soldier will still be ****ed up and unable to fight (dead from a video game perspective). I personally would prefer a more realistic (slower) bleeding system without bandaging. Also if
memory serves me right medics were shot on sight on the Eastern Front.

And don't get me wrong, I like most of the proposed features but the new bandaging system in RO2 is one of the most unrealistic gameplay features and adding medics makes the whole thing even more absurd.
 
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LeftHandPath

FNG / Fresh Meat
Jul 30, 2011
184
17
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Nice job ;)

I follow your Fire & Maneuver Realism Mod with excitement.I like H.o.S. but needs retouchs you mod is about.Realism servers are actually based hud only.

Lockdown,probably off?


Anyway can
 

Comrade Kaizer

Grizzled Veteran
May 21, 2009
1,116
124
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I think the Medic and random weapon jamming should be completely removed from your potential mod here. Before any negative reactions just hear me out here.

I haven't read through the entire topic and not sure whether you opted to remove weapon jamming but while I do prefer the more realistic aspects of gaming especially in my WWII games, some aspects of realism make for horrible game play though. Random jamming will be one of those horrible choices. An alteration to reload speeds can achieve the tension but random jamming is a bit much.

Now for Medics, as Nezzer pointed out. The way bandaging works as of now can be vastly improved, it just obviously needs a longer time duration (perhaps doubled and blurred vision for the wounded payers as well). Leaving you vulnerable for risky actions in hostile environments. This gives a contrasting trade off element and requires players to actually think about their actions (should I risk being wounded to rush this room or capzone, will I have a clear area and enough time to bandage without getting ambushed, etc.) instead of just going "Rambo III". While you plan to change huge factors of the game's behavior I seriously doubt a Medic class will be needed even at the desired pace of this mod.

Something like RO:Ost's take on wounds would be nice. Some might complain about the staying stuck when being shot in the leg and such but I think that was due to the lack of animation that was required to simulate one keeling over upon taking a wound to such specific areas. Say perhaps in the future if you can model different animations for wounds that are taken in specific areas of the body and assign hit boxes to these areas in a fair manner. I reckon that and a revised bandaging system would be far better management of time used (and realistic while maintaining fair game play) than implementing a Medic class.
 
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LugNut

FNG / Fresh Meat
Feb 12, 2011
2,288
117
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I played yesterday and saw for the first time what is really going to go wrong with this CoD5 lack of inertia; CoD5 bayonating. Here's the thing, if I can pull it off, I'm going to do it. I'm all for giving players freedom, but a game shouldn't be that free. I shouldn't be able to run down a hallway and then turn on a dime into a room and stab someone, at least not in a "realistic" shooter.

Exactly. I'm coming over to HOS from ARMA, before that years in COD and while I don't want or expect HOS to be ARMA, that's how I initially started to play it. Moving cautiously, shooting only when I had a target with a good probability of a hit and trying to stay alive. As I've accumulated time in game though, I've started sprinting down hallways, sprinting into rooms, sprinting everywhere COD style, no matter the weapon I have in my hands because it's effective. You don't make much noise, can stop on a dime, ADS instantly and will accumulate kills in either CQB and out in the open. I'm having fun, but it's not a style of play I like too much or holds my interest for very long anymore.

I don't see changing player movement parameters as limiting player freedom any more than having gravity set to realistic values instead of allowing players to bound around the map. It's just a gamplay style choice.

And about medics, I think RO2 is too fast paced with maps too small for having medics.

I agree, I don't think HOS needs medics, I just thought that if a teammate helped bandage it could make it go faster. Kinda like RL. And I also agree that HOS is too fast paced for medics, I'd like to see the pace change though..... :p
 

melipone

FNG / Fresh Meat
Mar 22, 2006
1,672
259
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Just some input on suppression "aim snap". I don't like artificial RNG mechanics, especially not if its based on someone shooting near me (or missing their shot). I think getting a kill should be based on how you both interact with the game, rather than whether you get a random jolt to mess up your aim. I didn't really like suppression in Darkest Hour either.

The best way to do suppression is to add elements that the player has full control over, but would require the player to overcome some kind of challenge, like increased controllable sway. Rather than simply artificially moving the players aim randomly.

I liked how it was in RO1 - realistic sounds of bullets hitting nearby and a brief blur. You will hit the deck because you could get killed rather than because you literally can't shoot back without the game randomly placing your aim somewhere else in large jolts. At least sway is controllable as its based on some momentum, or you just see it moving one way so you adjust and shoot
 
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gentrinity

FNG / Fresh Meat
Oct 26, 2009
229
109
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@Nezzer

About the collision stuff, I do agree, that should be added. I'll look into it but no promises. Refer to my Q & A section about the medic stuff.

@Divinity

I'm going to reply to this comment in the Q & A section in the OP, so please see the answer there

@LeftHandPath

Lockdown is a map specific feature, I may make a mutator that allows server owners to override all lockdowns, if it's possible. I'm still studying the code.
 

gentrinity

FNG / Fresh Meat
Oct 26, 2009
229
109
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@KAIZER SOSA

Please refer to my Q & A section in the OP, I added n# 6 which explains my plans.

@LugNut

Yup, gameplay mechanics are the ultimate culprit of player behavior. Like in other games where they complained about bazookas, if the game makes wielding them an effective option, people will use it. You wan't people to stop running around with bazookas in a game, you have to nerf them. I'm adding the morale system because I would like players to stick together for instance.

@melipone

If you were getting shot at, you would flinch, especially when you have so much adrenalin and are obviously nervous. It's a natural human reaction. If cover were shot near you, you would turn away so you don't get splinters or debris in your eyes. There has to be a point where a player has full control over behavior and when he doesn't, this is one of those moments where the player just cannot. I played both RO1 and DH, I know what the results of DH suppression are and it's the system that will most foster fire and maneuver tactics. This is simply one area where this mod will not change. Sorry.
 
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Comrade Kaizer

Grizzled Veteran
May 21, 2009
1,116
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@KAIZER SOSA

Please refer to my Q & A section in the OP, I added n# 6 which explains my plans.

Yes, I have read it. This barely touches anything within my post, suggestion wise, though.

That's fine, with the general emptiness one might experience from the conclusions of RO2 I might be too optimistic in my suggestions than one can actually handle at this moment, since the SDK isn't much right now.

Once that does come into play I'm sure they'll be a varied amount of modders with various interpretations to what the community wants eventually and those that'll hopefully be able to meet them.
 
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melipone

FNG / Fresh Meat
Mar 22, 2006
1,672
259
0
@melipone

If you were getting shot at, you would flinch, especially when you have so much adrenalin and are obviously nervous. It's a natural human reaction. If cover were shot near you, you would turn away so you don't get splinters or debris in your eyes. There has to be a point where a player has full control over behavior and when he doesn't, this is one of those moments where the player just cannot. I played both RO1 and DH, I know what the results of DH suppression are and it's the system that will most foster fire and maneuver tactics. This is simply one area where this mod will not change. Sorry.

Fair enough. I would hope the flinching would feel realistic and immersive though. In RO2 is happens for every bullet that whizzes past, even if they happen in quick succession. It just looks and feels unrealistic. Maybe have a cooldown on the flinches?
 

gentrinity

FNG / Fresh Meat
Oct 26, 2009
229
109
0
@melipone

I did think about that, I do agree that every bullet flinching in rapid succession would be odd, as it is in Darkest Hour right now. I will definitely consider your idea, as the next stage in suppression would probably account for some of the suppression (shakiness). That way the next bunch of bullets won't require as much flinching. However, keep in mind that the main purpose of this form of suppression is about keeping someone's head down, not necessarily representing real life suppression effects. In real life, you would keep your head down for fear for your life, in this mod, it would be because you as a soldier will realize that returning accurate fire will be very difficult. Different reasons, same results and results are what matter.

Now, what you would have to do in my mod is what I did and taught my unit to do; return fire to shake the other guy's screen. Now people are shooting at each other, trying to establish fire superiority, thus the firefight is born. In this mod, you would need to stop trying to get the killing shot because in WW2, soldiers would never be thrifty with ammo, they would throw bullets the way of anything that even looked like an enemy. They were obviously trained not to do this, but the veteran soldiers would teach the new guys to acquire an itchy trigger finger.
 

gentrinity

FNG / Fresh Meat
Oct 26, 2009
229
109
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Yes, I have read it. This barely touches anything within my post, suggestion wise, though.

That's fine, with the general emptiness one might experience from the conclusions of RO2 I might be too optimistic in my suggestions than one can actually handle at this moment, since the SDK isn't much right now.

Once that does come into play I'm sure they'll be a varied amount of modders with various interpretations to what the community wants eventually and those that'll hopefully be able to meet them.

I'm sorry I didn't address the rest of your post. Regarding the medic, like I said, it will be a server owner decision. The RO1 has some good things going for it, but it's absence of bleeding was not the best. I will definitely look into balancing the bandaging system so it's fun and does a good job of representing some of the more important aspects of how it works in real life.

As to weapon jamming, I see your point, this is just not fun at all. If I can, I can make this up to the server owner to decide whether to have it on for his server, because I know some realism units will want to have some form of weapon jamming.